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Platformer Pro
2.3.2
A platform game kit for Unity.
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Public Types | |
enum class | IO { Input , Output } |
Public Member Functions | |
NodePort (FieldInfo fieldInfo) | |
Construct a static targetless nodeport. Used as a template. More... | |
NodePort (NodePort nodePort, Node node) | |
Copy a nodePort but assign it to another node. More... | |
NodePort (string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) | |
Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. More... | |
void | VerifyConnections () |
Checks all connections for invalid references, and removes them. More... | |
object | GetOutputValue () |
Return the output value of this node through its parent nodes GetValue override method. More... | |
object | GetInputValue () |
Return the output value of the first connected port. Returns null if none found or invalid. More... | |
object[] | GetInputValues () |
Return the output values of all connected ports. More... | |
T | GetInputValue< T > () |
Return the output value of the first connected port. Returns null if none found or invalid. More... | |
T[] | GetInputValues< T > () |
Return the output values of all connected ports. More... | |
bool | TryGetInputValue< T > (out T value) |
Return true if port is connected and has a valid input. More... | |
float | GetInputSum (float fallback) |
Return the sum of all inputs. More... | |
int | GetInputSum (int fallback) |
Return the sum of all inputs. More... | |
void | Connect (NodePort port) |
Connect this NodePort to another More... | |
List< NodePort > | GetConnections () |
NodePort | GetConnection (int i) |
int | GetConnectionIndex (NodePort port) |
Get index of the connection connecting this and specified ports More... | |
bool | IsConnectedTo (NodePort port) |
bool | CanConnectTo (NodePort port) |
Returns true if this port can connect to specified port More... | |
void | Disconnect (NodePort port) |
Disconnect this port from another port More... | |
void | Disconnect (int i) |
Disconnect this port from another port More... | |
void | ClearConnections () |
List< Vector2 > | GetReroutePoints (int index) |
Get reroute points for a given connection. This is used for organization More... | |
void | SwapConnections (NodePort targetPort) |
Swap connections with another node More... | |
void | AddConnections (NodePort targetPort) |
Copy all connections pointing to a node and add them to this one More... | |
void | MoveConnections (NodePort targetPort) |
Move all connections pointing to this node, to another node More... | |
void | Redirect (List< Node > oldNodes, List< Node > newNodes) |
Swap connected nodes from the old list with nodes from the new list More... | |
Properties | |
int | ConnectionCount [get] |
NodePort | Connection [get] |
Return the first non-null connection More... | |
IO | direction [get] |
Node.ConnectionType | connectionType [get] |
Node.TypeConstraint | typeConstraint [get] |
bool | IsConnected [get] |
Is this port connected to anytihng? More... | |
bool | IsInput [get] |
bool | IsOutput [get] |
string | fieldName [get] |
Node | node [get] |
bool | IsDynamic [get] |
bool | IsStatic [get] |
Type | ValueType [get, set] |
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XNode.NodePort.NodePort | ( | FieldInfo | fieldInfo | ) |
Construct a static targetless nodeport. Used as a template.
Copy a nodePort but assign it to another node.
XNode.NodePort.NodePort | ( | string | fieldName, |
Type | type, | ||
IO | direction, | ||
Node.ConnectionType | connectionType, | ||
Node.TypeConstraint | typeConstraint, | ||
Node | node | ||
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Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports.
void XNode.NodePort.AddConnections | ( | NodePort | targetPort | ) |
Copy all connections pointing to a node and add them to this one
bool XNode.NodePort.CanConnectTo | ( | NodePort | port | ) |
Returns true if this port can connect to specified port
void XNode.NodePort.ClearConnections | ( | ) |
void XNode.NodePort.Connect | ( | NodePort | port | ) |
void XNode.NodePort.Disconnect | ( | int | i | ) |
Disconnect this port from another port
void XNode.NodePort.Disconnect | ( | NodePort | port | ) |
Disconnect this port from another port
NodePort XNode.NodePort.GetConnection | ( | int | i | ) |
int XNode.NodePort.GetConnectionIndex | ( | NodePort | port | ) |
Get index of the connection connecting this and specified ports
List<NodePort> XNode.NodePort.GetConnections | ( | ) |
float XNode.NodePort.GetInputSum | ( | float | fallback | ) |
Return the sum of all inputs.
int XNode.NodePort.GetInputSum | ( | int | fallback | ) |
Return the sum of all inputs.
object XNode.NodePort.GetInputValue | ( | ) |
Return the output value of the first connected port. Returns null if none found or invalid.
T XNode.NodePort.GetInputValue< T > | ( | ) |
Return the output value of the first connected port. Returns null if none found or invalid.
object [] XNode.NodePort.GetInputValues | ( | ) |
Return the output values of all connected ports.
T [] XNode.NodePort.GetInputValues< T > | ( | ) |
Return the output values of all connected ports.
object XNode.NodePort.GetOutputValue | ( | ) |
Return the output value of this node through its parent nodes GetValue override method.
List<Vector2> XNode.NodePort.GetReroutePoints | ( | int | index | ) |
Get reroute points for a given connection. This is used for organization
bool XNode.NodePort.IsConnectedTo | ( | NodePort | port | ) |
void XNode.NodePort.MoveConnections | ( | NodePort | targetPort | ) |
Move all connections pointing to this node, to another node
Swap connected nodes from the old list with nodes from the new list
void XNode.NodePort.SwapConnections | ( | NodePort | targetPort | ) |
Swap connections with another node
bool XNode.NodePort.TryGetInputValue< T > | ( | out T | value | ) |
Return true if port is connected and has a valid input.
void XNode.NodePort.VerifyConnections | ( | ) |
Checks all connections for invalid references, and removes them.
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Return the first non-null connection
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Is this port connected to anytihng?
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